Jewellery making and the delight of creating and wearing: some lessons to be learned for interaction design Jettie Hoonhout Philips Research Laboratories High Tech Campus 34, 5656AE Eindhoven, the Netherlands [email protected] In this paper, two seemingly diverse activities are compared to look for commonalities and differences, with the objective to see if there are elements in one activity that might be useful to adopt in the other activity. Focus of this comparison is in particular on elements related to creativity and inspiration. Also, the way the end-result of either activity relates to an intended beneficiary or target group is considered. Jewellery making, craft, creativity, inspiration, interaction design, UCD. helped me to think about this in more depth, and articulate this in a more systematic way. In the remainder of this paper, I will first briefly describe some key characteristics of my UCD work, using one particular case as an example. Next I will present a number of jewellery projects, again to highlight some key characteristics in how I approach such projects. Next I will present a number of commonalities and differences I have observed, and discuss some of the implications. I will end with an attempt to answer a number of questions around how arts (and craft) in my view can contribute to interaction design. 1. INTRODUCTION This paper is about two different activities that I am passionate about. These are seemingly quite unrelated activities; however, for me both have certain characteristics in common that are attractive to me: exploration and experimentation, inviting curiosity, discoveries and unexpected outcomes, challenges, and rewarding (tangible) end-results. However, to the outside world, both activities probably have little in common, even when perhaps acknowledging the similarities in appeal. This is a personal story. I am a human factors psychologist, a researcher, working on consumer electronics products, ranging from lighting, entertainment systems, and games to kitchen appliances (see for some examples Aarts & Diederiks, 2006; Hoonhout, 2007). But I am also a hobby jeweller, a pastime goldsmith (see for examples of my work http://www.pascaldecaluwe.nl/Mijn_albums/Pagina s/masterclass.html ). And as stated above, for me, these two activities are not unrelated: both call for skill and curiosity, invite exploration, and provide fulfilment in the process, and more. Also, I strongly believe in learning from other disciplines, from diverging activities, and from different settings and experiences. So, even if to the outside world these are seemingly unrelated activities, for me engaging in both activities has much in common, and I think that engaging in both activities is mutually beneficial in some way. Writing this paper has 2. MY DAYTIME JOB: EXAMPLE FROM UCD WORK The AmbiLight™ TV has lighting units mounted on the frame of the TV set. These lighting units produce lighting effects around the TV set that match the colour settings of whatever is shown on the display, resulting in an enlarged and enhanced viewing experience (see figure 1; more background on the development of this product in Diederiks and Hoonhout, 2007). This product was one of the outcomes of a project in which members from a Research department of Philips and one of Philips' product divisions, Philips Lighting, were closely working together. This resulted in a diverse and interesting mix of professional disciplines and experiences, stimulating a lively exchange and debate. The project team was given a rather broad assignment – come up with innovative applications 1 Jewellery and interaction design Hoonhout of lighting for the home domain that will support people in their daily activities in novel ways. The project team aimed to go for a 'cross-over' of domains, i.e. looking for application of lighting technology in new fields. In addition, a user-centric innovation process was adopted (Diederiks and Hoonhout, 2007; Hoonhout, 2007). The process included an ideation workshop using as a starting point the outcomes of a series of contextual studies on how people live at home, and what their worries and dreams are, and existing ideas for lighting applications that were found, e.g. in literature. The ideation workshop resulted in a large pool of ideas ranging from marbles as lighting controls to adaptive lighting furniture. Subsequently, these ideas were analyzed with input from trend studies, user studies, and technology outlooks. The most promising ideas were worked out as scenarios. The scenarios were discussed with potential end-users as well as technical and business experts. These evaluation sessions resulted in specific feedback on the different ideas (see Diederiks and Hoonhout, 2007, for more details). The feedback collected in the evaluation was the basis of the selection of those ideas that appeared to have the strongest potential. These were worked out in detailed prototypes for further evaluation with users in order to determine the appeal of the concepts and to collect possible further improvements of the ideas. The test results showed that one of the concepts that were considered to be very appealing was the AmbiLight concept. some ‘usage requirements’ – not too heavy, dangling, silver. Some sketches were made and discussed with the friend who found the sketches (in 2D) difficult to visualize, so a part mock-up in paper and aluminium was then created and discussed. A brief ‘use test’ was conducted a couple of days prior to the occasion. Atypical for a UCD process was that this was a unique object, personalized for just the one user, and designed with a personalized ‘narrative’ for this user in mind. Figure 2. Earrings (©Jettie Hoonhout) In another project, I set myself an assignment, a ‘problem to be solved’. I wanted to create a ring, made of silver and marble shaped glass, but with the possibility to easily change marbles. I explored different ideas how this could be done, using drawings and paper mock-ups in the initial steps in the process. The paper mock-ups of a ring, and paper ‘balls’ let to an idea to use the finger and the silver band of the ring as ‘holders’ of the marble. Later, when working out this idea in metal, I discovered of course that paper is much more malleable than silver is, so I had to work out a solution to make it work in metal. Another possible issue was that the construction could result in great discomfort while wearing – so this was tested with a test model in aluminium. Tools normally used when making rings, e.g. for sizing and shaping, did not work in this case, so, this resulted in more trial and experimentation. The end result was quite different from the first sketches and drawings, and also quite different from the first mock-ups, but now associated with many personal stories and memories. It also turned out to be a piece that draws out a lot of comments from people, so a true conversation starter. Figure 1. Ambilight TV Key elements in this case were: interdisciplinary work (engineers, designers, marketing specialists, and psychologists), exploring new technologies, or probing for applications of existing technologies in new domains, and continuously involving consumers/users throughout the process in one way or another, in a generally systematic way. 3. WHAT I DO AFTER OFFICE HOURS: SOME EXAMPLES FROM METAL WORK Figure 3. Ring with changeable marbles (© Jettie Hoonhout) In creating the earrings shown in figure 2, I adopted partly a ‘conventional’ UCD process. First, the setting in which the pair of earrings was to be ‘used’ was analyzed, and the requirements were determined: these earrings were to be worn by a friend at a particular occasion; they had to match the dress (in colour and form) that would be worn by her at that occasion, and also the friend had << pictures to be added later >> Figure 4. Paper mock-up and aluminium prototype of ring with changeable marbles 2 Jewellery and interaction design Hoonhout Some key elements in these activities are: skill development – getting to learn new techniques and getting better at them; I love the tools used in this domain, some have a long history; it provides a good balance between physical skills and cognitive skills; it invites exploration of materials and forms, and so on; and it is about making something that is actually being used and worn, with a story behind it. Attractive is also the mix of technologies (metal work, glass, porcelain, etc), exploring new methods and techniques, working on something for a user one knows, creating tailor-made designs. • • 4. “MY” JEWELLERY MAKING PROCESS VERSUS A TYPICAL UCD PROCESS When comparing the process I adopt in jewellery making (which appears to be not that different from how this is generally done, see e.g. Kettley, 2007), with a typical UCD process, I note the following observations and questions: • • • • • • Trial and experimentation (with errors sometimes resulting in new ideas or inspiration or even a change of focus) seems to be the most common approach in arts/crafts. It could be seen as researching by doing, making and experimenting, adopting an empirical approach, but often not using simulations, dummies or proxies, but the actual materials, resulting in different feedback, different processes, and more immediate learning. Jewellery making is not about the resulting object in itself or in isolation, but very much about wearing it, using it, and how the object interacts with the body, and how the wearer interacts and plays with the object. It is much more sensual. It is clear to me that my research training has influenced my jewellery making process – experimentation, a bit of systematic exploration, researching background stories on techniques and tools. But does my jewellery making process influence my research work? I believe so, although the influences seem less pronounced: I am now more inclined to draw, make paper prototypes, think more about the user as a creator, or active user, rather than as a mere (passive) consumer. I have also come to appreciate that it is not all about testing and user research (although that is an element); it is also about the magic of the materials, the shape, and the design; about skill and personal judgment of the designer. Jewellery making is more personal than my “other” work, more subjective, more intimate. Jewellery making is probably more a craft than an art (at least in the way how I approach it; there are other views about jewellery making, see e.g. various blogs on the Art Jewelry Forum); can research be considered (partly) as a craft, or UCD and interaction design work? And what does that imply? Jewellery making involves much more mastering physical skills than research and UCD work do; in fact, it is very much about craftsmanship, about skilfully manipulating tools and materials. In contrast, knowledge and (broad) experience seems to have a much bigger impact on the quality of the end result of research and UCD endeavours than in the case of jewellery making. Interaction design and UCD work is ‘design for many’, often even ‘anonymous many’ (even personas are actually anonymous!); jewellery making as a craft is often much more tailor-made, involving design of one of its kind. Jewellery making could in a way be seen as user centred design, but with a twist – it is not about the functionality of the object, unless one considers ‘ornamentation’ as a function, but wearability can definitely be an issue to be considered. ‘Technology push’, i.e., starting from some materials or technique, rather than from a user need seems more common and approved of in arts/crafts, resulting in a different creative process. 4.1. Some thoughts for interaction design and research • • 3 Usability in jewellery is not a primary issue (well, wearability is to some extent), emotion is definitely an issue! Personally made, the dedication in it, the hours of work, means that more memories are attached to it for the creator. Humour and playfulness are definitely things to consider, as is a narrative to creator and wearer. Meaning is often purposefully attached to the piece. This is definitely something that would be good to consider for UCD as well. It is about the story behind it, the narrative is important. Good to realize also that a jewellery object is not just for useful purposes, but also for ornamentation, although that still means that it should be designed with the wearer (and the setting in which it will be worn) in mind. Visceral, sensual appeal plays a prime role. As does interaction with the body/person. Allowing interaction with the body (a specific body?) is much more a key element, much more a focus in the design process (the body-object should look good Jewellery and interaction design Hoonhout • • • • • and work together) than in interaction design. Jewellery is time and place bound. It is important to understand culture/society over time and how that influences product preferences and designs. Like with design of products and interactions, in real life, of course, ornaments are not isolated from other artefacts, and even less from the rich and complex social and cultural associations. In jewellery making the ‘problem’ is often self assigned/created (how to replace a marble; role of body parts; how does this technique work) whereas in UCD a problem is usually assigned by others, an organization, etc. Documentation is different, probably more systematic in interaction design. The role of inspiration and creativity seems different, perhaps more loaded in arts and craft work. Originality is more important, “copying” ideas is seen as less acceptable than in UCD? (“Better well copied (and referenced) than poorly designed”). Users should be allowed to play a much more active part in the creation of their object-person interaction, for example by giving them the means to co-create a narrative around the object. Certain HCI objects are already like jewellery (or ornaments), e.g. mobile phones (McCarthy et al, 2005). appearance, movement and interaction with the body, letting “music” or sound be an element in the design, playing with 3D and light and shadows, tangible aspects, touch, connections between objects and the wearer’s experience of using and wearing the pieces, etc. 5. DISCUSSION A number of questions around how arts (and craft) can contribute to interaction design have been posed. Beyond the discussion if jewellery making is art, craft, or just product development (see Kettley, 2007, and Wallace et al., 2007, and the blog on the Art Jewelry Forum, for discussions on that), here are some first thoughts on these questions and themes, taking also into account the discussion in the previous sections: Q: How can the arts contribute to interaction design and creativity research? In my view, the arts are also about making people think, think deeper; apart from making something skilful or beautiful, also something that will make people think; I think these are valuable elements in any product, so that is what interaction design could learn (see also paper by Jayne Wallace) Art is perhaps even more so than products are, about the story around the object; not just the aesthetics or the sensorial experience, but the emotion attached to it, making a piece emotionally meaningful, go beyond the functional/informational. Art can point out different starting points for inspiration and creativity processes, see the previous section for some ideas on that. 4.2. Where does the inspiration come from? Differences appear to also exist in where ideas come from. Q: What are the major strategies and methodologies in the arts that can be used for interaction design and creativity research? Combine new materials in designs, re-use old techniques and materials in new ways (e.g. crochet in metal work). Technology push in that sense seems to work quite ok. In addition, sustainability, the use of precious metals, and reusing those materials, or finding alternatives is a key topic that is also interesting for interaction design and HCI. Furthermore, the value of objects (intrinsic, versus assigned; past (monetary) and current), the meaning of objects, in general and to its wearer, are much more often focus of attention in arts/craft than in HCI. (See e.g. Art Jewelry Forum, Unger-de Boer, 2010). Arts and crafts often aim to make a statement, to play with identity. However, identity also plays already a role in certain digital objects, e.g. mobile phones are a nice example (see also McCarthy at al., 2005): “tell me what your mobile phone (use) is, and I tell you who you are”? There is a certain lure in this, so UCD and interaction design may want to further explore this. First, technologies that one reads about, or hears about can be a starting point; wanting to try these out, and then an object comes out of that process. Or one wants to explore certain tools or materials, trying to understand the process by which things are made. Inspiration can also come from a fascination with certain shapes or possibilities (e.g. round shapes), which are then explored for a while to see what is possible with those shapes. Of course, other people’s work can be a source of inspiration, not to copy (that would hardly be inspiration), but to understand how others look at the world, at materials, forms, etc, and how they translate that into concepts. Also, other arts/craft domains can be a source of inspiration. Interestingly enough, inspiration can also come from certain boundaries one imposes upon oneself: for example, not wanting to work with clear animal shapes, although abstract organic might still be fine; minimalism in forms, colours, etc; or certain assignments, like allowing to change the 4 Jewellery and interaction design Hoonhout 8. REFERENCES Q: How do we make the arts more accessible in interaction design without diluting or distorting it? Why would one be afraid of diluting or distorting, and what would one be diluting or distorting? Arts and/or interaction design?? And how bad is that really? If you want to make connections between the two, both will have to give in a bit! And something nice, new and interesting is bound to result from that. Aarts, E. and Diederiks, E., (2006), Ambient Lifestyle. From Concept to Experience, BIS Publishers, Amsterdam, Netherlands. Art Jewelry Forum, blog, http://www.artjewelryforum.org/blog/ website visited 10 June 2011. De Caluwe, Pascal. 2011. Atelier Sint Michael, Masterclass albums, http://www.pascaldecaluwe.nl/Mijn_albums/Paginas/m asterclass.html website visited 10 June 2011. Diederiks, E. and Hoonhout, H.C.M., (2007), Radical innovation and end-user involvement: the Ambilight case. Journal of Knowledge, Technology & Policy, 20(1), 31-38. 6. CONCLUDING REMARKS Wikipedia provides the following definition of Jewellery design: “this falls under the category of what is commonly known as "functional art", i.e., art that can be worn or used”, (http://en.wikipedia.org/wiki/Jewelry_design ). That seems like a pretty good starting point for interaction design and HCI as well. Both jewellery making and interaction design can be seen as a journey, as an exploration of new territory, fuelled by curiosity and (sometimes) by a ‘mission’ or assignment. These journeys will involve experiments, investigations, probing, questioning and making connections between technologies, users and their needs and dreams, and skills. So, elements in common, which should not make it too hard to find and apply some insights and ideas for inspiration. Hoonhout, H.C.M.( 2007). Setting the stage for developing innovative product concepts: people and climate. CoDesign - International Journal of CoCreation in Design and the Arts, Volume 3 supplement 1, 19-34. Kettley, S., (2007), Crafts praxis for critical wearables design, AI and Society, 22, 5-14. McCarthy, J., Wright, P., Wallace, J., and Dearden, A.M. (2005). The experience of enchantment in human-computer interaction, Personal and ubiquitous computing, 10(6), 369-378. Unger-de Boer, M., (2010). Sieraad in context. Een multidisciplinair kader voor de beschouwing van het sieraad. PhD thesis, Department of Art History, Faculty of Humanities, Leiden University, the Netherlands. https://openaccess.leidenuniv.nl/handle/1887/15121 website accessed on 10 June 2011. Wallace, J., Dearden, A.M., Fisher, T. (2007). The significant other. The value of jewellery within the conception, design and experience of body focused digital devices, AI & Society, 22, 53-62. Wikipedia, on Jewelry design, http://en.wikipedia.org/wiki/Jewelry_design, website visited 10 June 2011. 7. ACKNOWLEDGMENTS I would like to thank Pascal de Caluwe for sharing his wonderful studio and his expert guidance into the delight of goldsmithing. Furthermore, I would like to thank Jon Mason for his valuable comments on earlier versions of this paper. Finally, I would like to thank Ann Light for making me think in a more systematic way about the connections between two activities that I love to do by urging me to write this paper. 5
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